#version 330 core
uniform sampler2D qt_Texture0;
uniform vec3 Color;


in vec2 TexCoords;
in vec3 normal;


out vec4 FragColor;
void main(void)
{
    if(false)//normal.z>0)
    {
    float len=length(TexCoords-0.5)*0.2;
    FragColor = texture2D(qt_Texture0, TexCoords)*vec4(Color,1);///2+vec4(Color,1)/3;
    //FragColor = texture2D(qt_Texture0, qt_TexCoord0)*vec4(Color,1)/2+vec4(Color,1)/2;
    }
    else
    {
        FragColor=vec4(Color,1);
    }
    //FragColor=vec4(Color,1);
}
